Explore the rocky terrain and sandy wastes of Mars in this brand new installment to the Take On series. Developed by the creators of the award-winning Arma series and DayZ, Take On Mars places you right in the middle of mankind's most exciting undertaking. Pioneer the exploration of Mars.

User reviews:

Recent:

Mixed
(40 reviews)
- 67% of the 40 user reviews in the last 30 days are positive.

Overall:

Mixed
(954 reviews)
- 66% of the 954 user reviews for this game are positive.

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access allows us to involve the community from early on in the project, meaning the players very much help shape the game. This allows us to make decisions based on what the community wants. After all, we are making the game for them, not only for ourselves.”

Approximately how long will this game be in Early Access?

“The game is planned for release in the the second half of 2015.”

How is the full version planned to differ from the Early Access version?

“Until the game leaves Early Access, it's likely that it will feature some unpleasant bugs or confusing features. With final release, we aim to deliver a more streamlined experience, including tutorials and fixes for bugs and issues the community reports via our Feedback Tracker website."”

What is the current state of the Early Access version?

“At present, Take On Mars is in the Beta development stage. It means that the game should not dramatically change in terms of gameplay possibilities, but we will keep adding new content and features during the Beta stage”

Will the game be priced differently during and after Early Access?

“We intend to slightly increase the price upon the release.”

How are you planning on involving the Community in your development process?

“We listen to your feedback and we aim for very open communication. While we sometimes need to prioritize, we take the ideas and suggestions of our community very seriously. As an example, the entire robotic section of the Space Program mode was completely overhauled from a linear set of missions to sandbox style progression where technologies determine which missions are available.”

December 5

We just released an update! It is a big one, with many, many fixes, improvements, but likely a few new bugs as well. We have officially released the manned section to the Space Program mode in the main branch, which means at this point we are officially feature-complete. That means it is purely bug-fixing and polishing from here on out.

When trying out the new content, please, please be aware that we are still in Early Access, thus, bugs and performance issues are to be expected. These will be ironed out before release.

Namely, one known issue is:
- Poor performance in the 3rd mission (can be improved for now by reducing Physics Simulation Detail in Options->Render)

Next, you will also notice that we have gone through and cleaned out the old, obsolete Scenarios.

Helmet UIs have also been improved, with each helmet having its own model.

Airlock doors also cycle now, so you will need to go through a cycle sequence when entering/exiting a base. You can, of course, dismantle the door with the Construction Tool instead, but you will be met with a quick fate due to rapid decompression, a feature that has also been freshly implemented.
Tutorials for the Robotic vehicles have also been added, accessible in a tab in the Training menu.

Speaking of rovers, the Robotics section in the Space Program mode has also received some love, with it being possible to visualize rocks and terrain data in the Map. Many issues and bugs in that section have also been addressed and fixed. We have also implemented low-power shutdown to Rovers/Landers, so it is important to watch power levels.

You can also look forward to a new Poptent as well as adjustments to your character’s inventory slots. No longer is it possible to carry a few spare suits in your backpack.

Something in this update for everyone, including modders and scenario makers. Multiplayer levels are now defined by placing Spawn Points per game mode. This allows better control over Competitive mode, for example, where spawns are no longer completely random.

So, what’s next?Now we fix, fix, fix, polish, fix, polish and release. Updates to the main branch will likely be more common as well due to the improvements gained by fixed issues. To that end, however, we will not be in the studio on the last week of this year so please expect and understand the quiet period where we are with our families.
We sincerely hope you enjoy the new content and are looking forward to feedback and delivering a polished product by Christmas. Without further ado, the change log:

29th November 2016
- Added instrument result entries into the Mars Encyclopedia that are unlocked per instrument use

28th November 2016
- Added support for science targets in scenarios to store assigned vehicles
- Deleted old, obsolete scenarios
- Fixed in-game map issue where science targets were not showing up for single scenarios

25th November 2016
- Added height data, hazard data and mission data overlays to map panels
- Fixed in-game map issue where you could connect to vehicles even though they require a driver
- Fixed issue with Rover/Lander Radial menu, where leaving the vehicle with it open left the cursor always on

23rd November 2016
- Fixed landing position selection in Mission Control map where the icon was no longer visible
- Fixed panning in the landing position selection map in Mission Control
- Fixed possible blocker in the movement tutorial when entering via the ramp
- Fixed potential crash that could occur when deleting parts of vehicles in the simulation tick

22nd November 2016
- Fixed in-game map issue where selecting a vehicle and then pressing connect reloaded the world
- Fixed in-game map issue where the selected object's highlight circle position was not updated
- Fixed human icons on the in-game map
- Improved in-game map selection by selecting current unit first upon opening instead of first science target

21st November 2016
- Added Rovers/Landers/Probes going into standby on low power
- Added Rover/Lander/Probe heating power drain based on exterior temperature
- Added Rover/Lander/Probe damaging based on exterior temperature with lack of heating due to low power
- Added communications ranges to Landers' and Rovers' antennas
- Fixed stack overflow that could occur if looping power cables into themselves
- Fixed ISS having its docking port set to part 59 instead of 60 (PMA port) which could cause unstable behaviour
- Fixed Rover/Lander/Probe chemical batteries switching on/off constantly at certain limits
- Fixed Rover/Lander/Probe low power notifications spamming at certain levels

11th November 2016
- Added support for underwater ambient sounds to water zones
- Fixed issue in Editor when creating new scenario where inputting file name first and then title did not allow you to continue
- Optimized above water to underwater sound modulation calculation

10th November 2016
- Added weather and sun zenith limiters to ambient sound points, making it possible for them to play only at certain times of the day etc
- Implemented adaptive sound volume levels to change volume levels according to loudness of sounds played

9th November 2016
- Added new version of Poptent

8th November 2016
- Disabled helmet HUD interlace effect by default, can be switched on in Options
- Updated driver GUI for airlock control in Manned Mobile Laboratory

2nd November 2016
- Updated Airlock controls of Manned Mobile Laboratory
- Adjusted Thermal and Night vision modes to use single sky preset instead of one for each
- Added reload of FX files when pressing 'Dev Reload Scripts' in developer mode

1st November 2016
- Added Small Wall with Suit Holder for Outpost bases
- Added Small Wall with Resource Barrel slots for Outpost bases
- Fixed long freeze that occurred with large bases when calculating power connections
- Fixed issue where all music was played at 100% volume level, ignoring its sound shader setting
- Reduced global sound levels to allow a broader range of volumes, such as for thrusters

October 27

As promised, we just released another small update addressing the known issue mentioned in the last build, 2 days ago.

The issue was that atmospheric zone composition synchronization over multiplayer was extremely network intensive. We have now introduced a buffer to send this data less often and only when needed. This means the issue has been resolved and optimized.

Note that we will still be further optimizing net-code within the next month or so, hence, expect further improvements to net-code stability and performance.

Expedition One now available!

About This Game

Explore the rocky terrain and sandy wastes of Mars in this brand new installment to the Take On series. Developed by the creators of the award-winning Arma series and DayZ, Take On Mars places you right in the middle of mankind's most exciting undertaking. Start out in the seat of a rover operator, pushing your vehicles to the max. Finish as the first human to have ever set foot on Mars. With a scientific arsenal at your disposal, you will pioneer the exploration of another planet, unlocking the secrets of Mars’ distant past.

Key Features

Space Program Campaign - Explore the Red Planet from the perspective of a science-driven space agency. Become a rover operator, allowing you to control various fully simulated mobile rovers and stationary landers, and make your way through numerous scientific missions.

Mars Rover Simulation - Take a seat of an operator in the mission control center, commanding rovers, landers or probes over the distance of hundreds of millions of kilometers, and collect important scientific data about Mars.

Expedition One Multiplayer - Use the opportunity to become Mars astronauts and work together to establish the foundations for a first human colony on Mars. Build your own habitat, drive various vehicles, and manage the resources needed to keep your crew alive.

Real Life Locations - Travel across a vast, unforgiving Martian terrain with locations based on actual satellite data from famous locations such as Victoria Crater and Deimos.

Content Creation Tools & Modding Support - Create your own scenarios in the 3D Editor and share them on the Steam Workshop, or dive into Take On Mars’ powerful Workbench editing suite to develop new terrains, addons and total modifications.